|Brandon Hodge Contributor|
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Nice! Deep Magic takes those vril concepts introduced in Sunken Empires and really explores not only the energy itself, but its utilization by PCs, which is why its so heavy on archetypes and bloodlines and absent of the items that filled Sunken Empires. And I stayed pretty pure to the core of vril's concept, which means most classes indulge in the conversion of arcane energy into the more primitive vril energy, gain some psychic sensitivity, and ultimately sacrifice versatility for blasting power.
Which, ultimately, is why it was hard for us to re-conceptualize vril for Occult Adventures. Vril isn't the most versatile of psychic energies--it's a pretty raw esoteric substance that you can use to blast things, or heal things. Once you take those concepts to their design limits without delving into territory never hinted or explored by Bulwer-Lytton, its hard to revisit without either being unnecessarily redundant or indulging in inaccurate extrapolation. And there's no lack of pulpy concepts for this book to explore--like tulpas, maybe?--that we just deferred to my previous work on vril and moved on to other topics. That's unfortunate for those that might like to have explored it for PFS characters or in games where GMs defer to Paizo-exclusive content, but beyond that, the material's not only there, but written by the same guy who would have written it for Occult Adventures. =-)
I will say this, though--you're certainly on the right track for envisioning the sort of concepts this book explores.